KF2 Commando Guide (French Community): Skills and Weapons
This is a translation and paraphrase of a French community guide to the Commando. It was written for the Hard and Suicidal difficulties (the author says Hell on Earth veterans do not need it) and uses the original English ZED names. Its numbers come from the official wiki and the subreddit, and the Commando had already been reworked once during Early Access, so the author expected more changes. For other takes see the Commando Zed Time loadout guide.
Who the Commando is
The Commando is the class assigned to clean up weak and medium ZEDs with assault rifles. Its unique ability is detecting cloaked Stalkers and the Patriarch at range and sharing that with teammates. Like the Firebug, it is a "trashkiller": prioritize weak ZEDs (Clot, Crawler, Stalker) and medium ones (Siren, Husk, Gorefast and Gorefiend). Attacking Scrakes and Fleshpounds is possible, but first make sure no other ZED disturbs the team while it takes down the dangerous targets.
Strengths
- Very versatile.
- Can extend Zed Time by killing ZEDs.
- The AR-15 is the best starting weapon.
- The worst enemy of Stalkers and can spot the Patriarch from far away.
- Can use the HMTech-401 (medical rifle) and the M16 M203 while keeping its perk bonuses.
Weaknesses
- Bigger magazines demand good ammo management, because running dry is easy.
- Uncomfortable against Scrakes and Fleshpounds.
- Less effective at dealing heavy damage to bosses (Hans, Patriarch).
- The AK-12 and SCAR-H cost roughly 400 to 600 dosh to resupply, depending on skills.
Class bonuses
- +1% perk weapon damage per level, up to 25% at level 25.
- Detects cloaked enemies from 10 m, plus 2 m per level, up to 60 m at level 25.
- Shows enemy health bars from 10 m, plus 2 m per level, up to 60 m.
- Extends self-triggered Zed Time by 1 second, plus 1 second every 5 levels (6 seconds at level 25).
- Reload speed +2% every 5 levels (10% at level 25).
- Night vision.
Choosing skills

The five skill branches discussed below.
Branch 1: ammo handling. Fast reload skills are always useful, but a Commando should also learn to reload at the right moment. Larger magazines help weapons with small magazines like the AR-15 or SCAR (20 rounds). High Capacity Mags gives only +50%, while the level 20 skill (called Mange du plomb in the French client) raises magazine size by 100%. Combined with Tactical Reload you get a larger magazine and a faster reload. That magazine skill shares a branch with Hollow Point Rounds, so if you are comfortable reloading, do not skip Hollow Point for it.
Branch 2: tactics.
- Backup Plan doubles pistol and knife damage, making them match the AR-15 and Bullpup. Great for the first waves, and worth taking over an expensive rifle you cannot afford to feed.
- Impact Rounds maximizes knockdown and slows groups, working well with big magazines like the Stoner.
Branch 3: survival. Taking Tenacious at the start of a game or after respawn gives free 25% armor on top of 125 HP. The extra-ammo skill helps because you often run dry at the end of a wave, but the Commando's best weapons have expensive ammo, so watch your wallet.
Branch 4: weapon specialist. The choice is between more damage with less recoil, or a big magazine increase.
- Want to farm trash first? Take larger magazines.
- Team struggles with big ZEDs and a Firebug handles trash? Take the damage option so you can help with Scrakes and Fleshpounds.
- Want faster reloads and bigger magazines? Combine Tactical Reload with the magazine skill.
Branch 5: advanced training.
- Tactician improves conditions in combat rather than damage; it uses the Zed Time window to reload, which limits Zed Time extension.
- Machine Gunner (the Zed Time skill) is easily the best for extending Zed Time and for dealing heavy damage to large ZEDs or hordes; it is essential for the Stoner.
Starting arsenal

The AR-15 Varmint carbine.
AR-15 Varmint: 200 dosh, weight 4, magazine 20 (20 dosh each), 240 total rounds. Semi-auto and 3-round burst. One headshot kills Clots, Crawlers, Slashers and Stalkers; at level 20 and above even a body shot kills Crawlers. Use burst against Bloats (3 successful bursts pop the head) and Alpha Clots. Tactical reload is slightly slower than swapping an empty magazine.
9mm pistol: free, cannot be sold, 15 rounds, 225 total. Semi-auto, strong recoil. With Backup Plan it rivals the AR-15, also in dual-pistol form. It gets no magazine bonuses.
HE grenade: 300 damage, 40 dosh, up to 5. Save them for Fleshpounds, and kill Sirens first because they destroy grenades.
Trader weapons
Bullpup (SA80 L85A2): 650 dosh, weight 6, magazine 30, 270 total. Semi and full auto. Same damage as the AR-15 with a better fire rate and a scope. Better against medium ZEDs, weak against large ones. A good backup on late waves.

SA80 Bullpup.
AK-12: 1100 dosh, weight 6, magazine 30, 300 total. Full auto and 3-round burst, no semi-auto. Kills a Gorefast with one headshot and a Bloat with a well placed burst. Continuous burst fire has a clearly higher rate than full auto, so use it on Sirens, Husks, Alpha Clots and Gorefiends.

Kalashnikov AK-12.
SCAR-H: 1500 dosh, weight 7, magazine 20, 340 total. Highest damage of the assault rifles but a small magazine, so pair it with magazine skills. A full magazine to a Scrake's head can kill it. Recoil is strong, so space shots.

SCAR-H assault rifle.
Stoner 63A LMG: 1500 dosh, weight 9, magazine 75 (70 dosh each), 500 total. A better trash killer than the SCAR, so they can be carried together. Hollow Point compensates for its modest damage; reloads are long, so consider Tactical Reload, and the Machine Gunner Zed Time skill is indispensable.

Stoner 63A light machine gun.
Multi-class weapons
M16 M203 (also Demolitionist): 1200 dosh, weight 6, 30-round magazine, 4 grenades to start, 210 rounds and 12 grenades max. Same bullet damage as the Bullpup and AR-15 for twice the price, with a faster fire rate and heavy recoil. The grenade launcher is mediocre without Demolitionist skills, and Sirens cancel explosives. The author considers it a money sink. Use HE grenades on Fleshpounds.

M16 with M203 launcher.
HMTech-401 (also Medic): 1500 dosh, weight 7, magazine 30 plus 2 medical syringes, 390 total. Full auto only; heals teammates with the middle mouse button. Damage close to the AK-12 with a higher rate of fire, but very heavy recoil, so fight at short or medium range. Recommended when you have no Medic or Survivalist, including for boss fights.

The HMTech-401 medical assault rifle.
Off-perk weapons
These get no Commando bonuses.
- HMTech-101 pistol: 200 dosh, weight 1 (the lightest weapon), 15 syringes and 240 total, heals with the middle mouse button. Slightly more damage than the 9mm but without the Backup Plan bonus. A good compromise without a Medic.
- .50 Desert Eagle: 550 dosh, weight 2, 7 rounds, 105 total. Huge damage and heavy recoil; kills most weak ZEDs with one body shot, though Sirens and Husks can take one headshot. Buying two is mostly for show.
- SWAT SMGs: the author does not recommend spending dosh on them; stay with assault rifles.
FAQ
- What is the Commando's main job?
- Clearing weak and medium ZEDs (Clots, Crawlers, Stalkers, Sirens, Husks, Gorefasts) with assault rifles while keeping dangerous ZEDs at a distance.
- Which is the best starting weapon?
- The AR-15 is described as the best starting weapon in the game: one headshot kills most weak ZEDs.
- Is the M16 M203 worth buying?
- The author considers it an expensive Bullpup with a weak grenade launcher unless you have Demolitionist skills, so it is not recommended.